Teams Rosters & How To Make Trades (Under Construction)

1 – how do stats translate into the sim?

Answer: The sim is a tricky system. Basically I put in the total sum numbers of each category into the sim for a player. So total points, assists, steals, minutes played, games played, etc. The sim takes those numbers and generates a category rating out of 100 for that players much in the same way NBA 2K does. I didn’t write the program, so I don’t know exactly how it does this, but it does. LOL.

If you go the standings tab and click on your team, you’ll see two charts. The first chart tells you the category ranking of your players. So if a passing rating of 64 seems low to you, I think if you compare this ranking to some of the top assist guys this past year (Paul, Rondo, etc), 64 is pretty high. In other categories, the ratio might not be the same.

Now if you look at the right side of the roster pages you will see a 1-9 rating for each player for their outside, driving, post, and transition offence and defense. Now these are numbers generated by the sim based on the stats I input, but I think that total minutes play a bit a role in these ratings, but I’m not 100% sure.  One final caveat with using per36 numbers are that if a player has played a really low number of minutes on the season, say like 500 total minutes, I have found the numbers won’t translate as well as they should and the ratings the sim generated will be a decent bit lower, maybe even like 10-15% lower than they should.

So to summarize, the sim generates box score ratings and defence/offence ratings for the players based on the stats I input.  More total minutes = better. Very few total minutes = bad. hope this helps and happy trading!

The next chart you see there is how those players produced in the sim based on the lineup provided by the former GM. In the sim, you don’t specifically determine that you want X player to play 35 min, but rather you submit a depth chart for each position and the program runs a simulation based on that active depth chart submission. This has a bit of a learning curve, but you’ll see how it looks when you start submitting a depth chart (DC).

So using Per 36 numbers won’t dictate exactly how a player will react to the sim, but I always tell GM’s that it’s a useful tool to see how someone might pan out. However, it’s not the be-all and end-all of evaluation tools. Real boxscores can only really tell you that. I would say Per 36 is best used to judge if a fringe player will do well if given heavy minutes on your dtnba team.

2 – how do injuries work? Are these based on real life injuries? Or is there an injury factor built into the sim? Just a little unsure on this one.

Answer: Injuries go hand in hand with the real NBA. If a player pulls a hammy and is out for 3 weeks, then you have to take him out of you active DC until he come back to the real nba. Generally if a player is reported on rotoworld to miss more than 1 week, we declare him as injured in the dtnba. If it’s a game by game basis, we wait until that player has missed 5 straight game sin the real nba. Our schedule doesn’t line up with the real nba, so sometimes your injured player might miss 3 weeks, but your dtnba might only play 4 or 5 times during that time in the sim.

3 – How do injured players from the previous season translate into the sim? Are these player re-evaluated at some point during the next season and enhanced to better reflect their real life value?

Answer: This is something we’re discussing right now. Before, you get the stats that they get from the previous season regardless of games played. So a team would have to make a call with that particular player. I think we’re leaning towards making that number 20 games, but it’s still undecided. Now, every year, each team has the option to update 1 player on their team to reflect their current year stats. This kicks in as soon as your dtnba team has played half a season (41 games). So you get a chance to make a player better if they are having a break out year compared to their baseline rating which is always from the previous year.

4 – where can I find a list of free agents?

Answer: There is no list. You have to keep track of that yourself. Anyone who is not on a dtnba team is a free agent except those that still need to be drafted.
 Team Rosters

  1. Each team has a maximum salary cap of 24 points.

Trading Draft Picks Primer

Postby NOH-GM » July 16th, 2013, 11:18 am

A) Each team is allowed to trade any number of draft picks that they own for the next upcoming draft. So if it’s December 2013, you may trade any 2014 trade picks that your team owns. You CANNOT trade any picks for the 2015 draft and beyond. One year at a time. Got it?

B) The exception to this rule occurs during the time from when the season ends until the end of the rookie draft of the current year. For example, right now (May 15th, 2013), a team would be allowed to trade their 2013 draft picks AND their 2014 draft picks.

C) As usual, draft picks hold a cap value of 1 when factoring the requirments for legal trades, but obviously don’t have a real cap impact until that pick becomes an actual player.

To recap:

End of the Season until the End of the Rookie draft – Picks for the current draft and next years draft can be traded
End of Rookie Draft until End of the Season – Picks only in the upcoming draft can be traded.

Trades

  • When the commissioner opens rosters for free agency or rookie draft, trades can be made.

  • Trades are made when two or more GMs agree to trade players and the trade values work

  • Trade values have been introduced as the players “Salary Cap Value”. Using the Roster and Player Value spreadsheet, GMs can come up with trade scenarios involving 1v1, 2v2, or even 2v1, 3v2.

  • Total salary figures cannot have a point difference of more than (1). You cannot trade a Shaquille O’Neal (5) for Brook Lopez (1) because there is a difference of (4) points.

  • Future draft picks CANNOT be traded. You can trade current draft picks only during the weeks before and up to the completion of the current year’s draft.

  • GMs can’t add players to a trade to make the salary number work, only to trade them back right away. This is a way to get around the Salary Cap system. You can add players to the trade to make the numbers work but GMs can release players. Once players are released, they fall under the free agent rules.

New Int’l Player Rule – Cap and Roster

Postby NOH-GM » July 10th, 2013, 10:29 am

As finalized on May 30, 2013 via googlgroups vote:
All players that were drafted by their nba teams as stashes that do not count against the salary or roster cap in the nba, do not count against the dtnba team salary cap or roster spot either.  You get 2 spots on your dtnba team for such players.
All other players count as a roster spot and cap space.  Players not on an nba team that are just fa’s or undrafted count as 1 salary cap and 1 roster spot. Players like Oden and Iverson.
Domestic Draft and Stash – if they don’t have an NBA contract and a team holds their rights, that player is an exemption. See Josh Huestis.

Mini Draft Primer

Postby NOH-GM » June 22nd, 2012, 3:34 pm

Here’s another blurb I wrote that can be used to help explain things to new GM’s:
As we wait for the Mini Draft to get set, I thought I’d send this email to all of the new GM’s to help you prepare for the mini draft.
Structure
The Mini Draft is the first step in creating the foundation for your DTNBA team. As you may know, you’ll draft from an available pool of resources that is comprised of potential NBA players and rookie draft pick slots from the 6 previous teams you’ve taken over. The mini draft will be a standard snaking draft and the order will be randomly decided by the Commissioner. It is all done by email and there is usually a general time period that you have to make your next pick (12 hours or so). This can move rather quickly, so once the mini draft starts, please try to check you emails a little more frequently once this officially starts. Please make sure that you’ve given us an email address that you regularly check and read. Once you’ve selected your player it starts the clock ticking for the next GM to make their pick.
The Draft
It is important to note that all players have an associated salary cap value that may factor into your decision to draft them. Salary cap figures are based on a players annual salary and falls within a range of 1 to 5 and is calculated as outlined below. All 30 teams are subject to a salary cap of 21 points. Maximum roster size is 15 players and the minimum active roster size is 10. So you cannot hypothetically draft five players with a cap value of four. Plan accordingly.
$0 – 4.9 Million – 1 $5 mil – 9.9 mil – 2 10 mil – 14.9 mil – 3 15 mil – 19.9 mil – 4 20 mil and up – 5
The way the sim software is set up, all of the baseline data that decides how individual players will perform are based on LAST years stats. So look at how a player performed in the 2010/2011 season to figure out how the sim will perceive their value. This is where it might be advantageous to look at per 36 minute stats for players who get small amounts of playing time in real life, but may have a larger role on your DTNBA team. By no means does it statistically translate 1:1 from these stats into the sim, but it’s one way to estimate how a player might do in the sim. Also, because we are using last years stats as baseline data, we also use last years salary figures to determine a players cap hit. For instance Andrei Kirilenko made 17 million annual last year which makes him a cap hit of 4. Even though his new contract for 2012 will be anywhere between 5 – 8 million, his salary from last year is the one that counts. His new contract will apply for next years DTNBA season.
The other important thing to know is that each team is allowed to update 1 player at the mid way point of each season. So if a player is exploding onto the scene and is outperforming his pervious years stats, you have the opportunity to use this rule to help improve your team.
For rookie draft pick slots, it is important to note that a separate rookie draft will be conducted AFTER the initial mini draft where your team will be slotted into the appropriate position. For instance, if you drafted the #8 and #15 rookie slot, you’ll select available rookies at those positions. Please note that the rookie draft is comprised of all players taken from #1 to #60 during the real NBA draft that happened in June. It is important to realize that choosing #8 DOES NOT assign Brandon Knight (who was taken at that slot in the real NBA) to your team. You draft any available player that you want to at your slot. So if you like Jimmer Fradette at #8, then you’re free to do so if he hasn’t already been taken.
Post Mini Draft
Once the mini draft is complete, it is likely that the trading season will begin for all 30 teams. At this point you’ll have an opportunity to trade any players or assets that you’ve accumulated through the mini draft or sign free agents. The mini draft will set the basis for your team, but your team will most like evolve from that point.
As for free agents, once the mini draft and rookie draft are done, we open up the free agent period. Since this is a keeper league, there aren’t really any marquee free agents in the league that become automatic free agents. So for instance, Tyson Chandler and Marc Gasol (who are real life free agents) already belong to teams in the DTNBA. Free agency in this sim league is used add anyone that wasn’t on an active roster at the end of the previous simulation league. Usually this includes international signings or players that were release from their DTNBA team due to injury or high salary cap (Salary cap will be explained once you join the league). There is no central data base that lists all the available free agents. It’s up to each GM to do their research and see who is available to sign via free agency.

Trades

  • When the commissioner opens rosters for free agency or rookie draft, trades can be made.

  • Trades are made when two or more GMs agree to trade players and the trade values work

  • Trade values have been introduced as the players “Salary Cap Value”. Using the Roster and Player Value spreadsheet, GMs can come up with trade scenarios involving 1v1, 2v2, or even 2v1, 3v2.

  • Total salary figures cannot have a point difference of more than (1). You cannot trade a Shaquille O’Neal (5) for Brook Lopez (1) because there is a difference of (4) points.

  • Future draft picks CANNOT be traded. You can trade current draft picks only during the weeks before and up to the completion of the current year’s draft.

  • GMs can’t add players to a trade to make the salary number work, only to trade them back right away. This is a way to get around the Salary Cap system. You can add players to the trade to make the numbers work but GMs can release players. Once players are released, they fall under the free agent rules.

Please submit your depth charts starting Oct 18th 2010

Playoff Rosters

The playoff rosters are to be set the same as above. The only exceptions are related to injuries.

If a player is ruled as out for the season including playoffs, he is still eligible to play in the DTNBA playoffs if he played in 60+ regular season NBA games.

If a player has been hurt most of the season but was able to return in time to play in his team before the beginning of the playoffs in the NBA then he is also eligible to play in the DTNBA playoffs.

European Exemption

If you drafted a rookie or have a player on your roster that is currently in Europe, the salary for that player DOES NOT count against the 21 salary points. That player still counts towards the 15 max roster size though. These players will still have a value of (1) on the salary scale and as thus can be traded with that value.

This rule can only be applied to players who have been drafted into the NBA. You cannot sign a foreign player and stash him before he’s been drafted by an NBA team.

You are allowed a total of 2 players in this exception.

NOTE: This exception will not work for players that are not currently playing anywhere. If Allen Iverson or Rasheed Wallace claim retirement and you want them on your roster, both the salary and the roster spot are taken up.

If you dispute this exemption rule. ex. a player i’m unaware is playing overseas, please find a boxscore or roster page online showing they are playing somewhere and i’ll update.

Temporary Injury Exemption

A GM will be allowed to sign a temporary free agent, think of it like a 10 day contract if the team falls within the following guidelines

  • Team has 3 or more currently injured players

  • Team cannot field 8 active players because of these 3+ injuries

  • Team is not at the maximum allowed roster size of 14 (you will not be able to take advantage of this if your roster is full)

If you are taking advantage of this rule, keep in mind, you will have to drop the temp player when the injured player(s) return.

If your team roster is full because you have signed euro players under the “European exemption” or you have players on your roster not currently playing basketball, then you will need to drop the innactive players and sign real players capable of helping your team.

Draft

  • GM’s have 24 hours to make their pick from the time of the previous pick in the 1st round, the second round time limit is 12 hours.

  • If a GM misses the 24/12 hour pick window, the pick will be skipped (auto) and the next GM will be on the clock. At this point the skipped GM can still make a pick whenever he gets back, but he can’t select a player if he’s no longer on the board after being selected by a GM after him.

  • GM’s can avoid the skipped pick if they leave a list of preferred picks with another GM or the commissioner.

  • Once an GM makes his pick and posts it, that pick is set, even if the following GM hasn’t picked yet. Please think through your decision before posting your pick.

Free Agents / Free Agent Period

  • Every season, the commissioner will announce when free agents can be signed. This will be date and time specific as usually there are multiple GMs looking to sign the same player. This season will open typically a few weeks after the completion of the rookie/mini draft.

  • Teams will have to comply with the 24 Salary Cap, 15 Max roster rule by opening of free agency.

  • Signing free agents will be done on the forums. With multiple email services and multiple ISPs, time stamping can be a little off and jumping the gun will not land you the player you are looking for. The forums are time stamped and it’s the only common denominator for everyone.

  • When a player is dropped from a team, the player is available in the free agent pool. The player must be in the free agent pool for a minimum of 12 hours from time stamp of release before he can be signed to another team.

Trades

  • When the commissioner opens rosters for free agency or rookie draft, trades can be made.

  • Trades are made when two or more GMs agree to trade players and the trade values work

  • Trade values have been introduced as the players “Salary Cap Value”. Using the Roster and Player Value spreadsheet, GMs can come up with trade scenarios involving 1v1, 2v2, or even 2v1, 3v2.

  • Total salary figures cannot have a point difference of more than (1). You cannot trade a Shaquille O’Neal (5) for Brook Lopez (1) because there is a difference of (4) points.

  • Future draft picks CANNOT be traded. You can trade current draft picks only during the weeks before and up to the completion of the current year’s draft.

  • GMs can’t add players to a trade to make the salary number work, only to trade them back right away. This is a way to get around the Salary Cap system. You can add players to the trade to make the numbers work but GMs can release players. Once players are released, they fall under the free agent rules.

Draft

Time Limits

Time limit 12 hours for each pick no matter what round it is.  Each GM always has the option of sending their top X amount of choices to the Commish or another fellow GM for a proxy pick if you think you won’t be around near your 12 hour limit.

 

Time Out Clause

 

·         With that beings said, I’m aware that a flux of maneuvering happens in the first round when GM’s see a player drop to a certain slot. Sometimes these trades require extra time to sort out the gory details or just to have the participating GM respond. In this case, any GM can call a “time out” for these situations and 12 hours will be added to the original deadline, effectively making your selection period 24 hours from when you were on the clock.

 

Penalties

 

·         If a GM fails to make a pick in the 12 hour period, then the draft will continue to  move on with the next GM in line making their pick. A GM who has missed their pick in this fashion can jump in at any time and select from the available pool of players. If anything, this should motivate those GM’s picking directly after the tardy GM to get their picks in as soon as possible. This way, the draft doesn’t stop moving and everyone should be aware that the GM picking directly after you is probably watching the clock like a hawk.

D-Rose Rule

 

Before the season starts, every team has the option to designate one player under this rule.

This player must be someone who ended the season injured AND played less than 20 games the previous season.

These players will be updated every month just like a rookie or DNP last year. This designation must happen before the season starts.

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